No about towers. As you said, towers can be easily taken so it isn’t REALY a refuge. Also, if you haven’t noticed, in the expansion, it said it was ENCOURAGING small groups and defense. That brings me to my next point, I thing towers need more worth. Either they need
A) to be harder to take
or
B) to be extremely hard to bypass
This is exactly how i feel towers should be choking the map you should never be able to go straight for the keep or the supply camp behind the tower if your going to invade your enemies territory you better have the brute force to get in the decoy on the other side of the map stone mist castle or a mesmer hiding behind a tree from your last time getting shut out. this is exactly what i did enjoy about the EoTM map you HAD to take things to get to the keep and objectives were kept inside the keeps outer wall.
EB as it is now is just weird its like …. here have a tower here … here …. and how about by that rock thats a pretty rock lets build a tower on it …. what about that choke point between that rock and the one next to it? nnnaaaaaaaah i wanna be ON the rock
All hail our favorite Gaile Gray that gives his time for the WvW sub forum<3
Big love to you for being on this sub forum without you it would be so emty.
WvW needs to abandon the idea of “servers” and allow players and guilds to join the action in a flexible way that prevents barren maps (as megaserver now prevents in PvE, to great success), and allows guilds/friends to play with each other.
Every time some one claims megaserver is better I’ll say to some it wasn’t and many have left because of megaserver.. Megaserver is pretty much blob world bosses and new content until you get put on a bad map and have to get taxi’ed to a better map. Some maps still are quite empty and also guilds get split a lot and have to taxi in other guild members. Sounds like its so much better now, half my guild on a different map then me.. You no longer hear servers claiming first kills on so and so content now but you here “map ip 156, first to kill so and so”.. LA used to be the spot to call for help in wvw when it was needed.. That is pretty much gone now with megaserver.
So megaserver was not great success. WvW turns into megaserver will be the end of this mode for many. Megaserver in WvW is pretty much EoTM right now.. You want all four maps to be like EoTM? please no
I’d love to see each towers and keeps have a maximum number of points worth of siege that can be spent for defense. For example, make trebs worth 4 points, catas and ballistas worth 3 points, and ac’s worth 2 points. Then give each objective a cap on the number of points that can be spent sieging it up, like 10 points for towers and 20 for keeps. Defenders would then have to be smart about siege placement and not just dump siege on every gate and wall.
Hi, I am a guild leader on Dragonbrand and one of its server leaders. Our community has come together to express a curiosity and deep-seated desire to further understand the “Server Population Status” determination.
The reason for this desire is that with the advent of the PVE “Mega” Server to alleviate the constraints a low server population can put on its populace the only true purpose of server identity we believe at this point is in WvW.
However, many believe that the metric used to measure the health and robustness of a server population (a server’s population status) has not been adjusted for this major structural change within the game. We were wondering if this belief could be confirmed as we would greatly appreciate any insight!
We are worried that if this metric is still being employed it is putting our community at a large disadvantage. The reason is that this puts an undue hardship on those within a community who enjoy playing the WvW game mode and require a strong identity of server to succeed as they are not afforded the same opportunities as other servers who are not marked “Full”.
We think one such suggestion is to tie the server status of a population to a moving average WvW population over weekly or biweekly periods. We think this may be more indicative of true “Server Population” in the only facet of the game where population size is still relevant.
Again, this is merely a suggested alternative. We just are wondering if with the structural change to the game has a more meaningful metric been employed to capture the health of WvW on a server to better determine the servers population status.
Our server would greatly appreciate any feedback a developer or someone of import could shed on the matter as it is greatly affecting our ability to be competitive against those with a larger overall WvW population but a “Very High” status to our “Full” status.
Regards,
Grim
(edited by Grimaldi.8532)
Much of this thread is… random.
But pretty fun.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
This is technically a player created solution and its an incredibly simple one. We all know that since the genesis of gw2, population has made things very very unfair. WvW has been on decline below the t2 area. There is a pretty significant difference in numbers. A lot of people I know who were once are t3-t4 servers have moved up to t2 and t1.
Thats what I suggest the playerbase do. Stack on t2 and t1 and if everyone did it, then t3 as well. There is literally no point in having 24-27 servers anymore. The population is almost non existent the lower that you go. You may see one queue on a bl during reset night, and thats.
This is what DAoC did. They never solved the problem. They just stacked on 3 servers. Ye, it would mean queues again that lasted 30 minutes, but it would be better than ded gaem WvW. It would make the game feel like launch day when there was constant battling occuring.
Every single time a higher tier player suggests this, it’s insulting and ignores the countless other threads that have been started over the exact same thing.
My server was in T3/T4, guilds left to higher servers, and we plummeted down to T8 (rank 24). We’ve now clawed our way back up to T5 (rank 15). You think we want to be merged into some other tier because a few higher-ranked servers want blobbier fights?
No thanks. We’re not a resource to be used by the likes of you.
When the lower tier servers complain about population imbalance, it’s when there is a matchup like the essentially permanent one in T3 – where one server (and sometimes two, although not in T3) has such a huge comparative population that there is nearly no play to be had by the overwhelmed server. It has nothing to do with “the game won’t support 24 servers”, and that kind of thinking can just be tossed, thanks.
You know what we get on the lower servers? A sense that what we do matters. Our servers go up and down, within the tiers and across them. A few people can make a significant difference, even when we are popping queues (my lowly server had a queue in EBG last night – a Tuesday!) but we have a scant dozen to twenty on during the day. See the imbalance?
We don’t want to be merged.
We know where the gold servers are and how to farm if we want to be there, and since we’re still where we are… take the hint.
This needs to be copy/pasted into every thread where the bloated servers suggest this trash.
The only way a reset would work is if they say had a meteorite hit all the servers, made fewer new ones and made everyone choose from those forcing everyone into more populated servers. However, if people could not get their entire guilds on servers, they would be rightfully infuriated.
now now, we aren’t dinosaurs
Gwen!
Strange support with flower skills :P
Revenant Legends - Who would you channel?
in Guild Wars 2: Heart of Thorns
Posted by: Yamsandjams.3267
Also Joe, the devourer.
Revenant Legends - Who would you channel?
in Guild Wars 2: Heart of Thorns
Posted by: particlepinata.9865
Oink the immortal level 5 Whartog from gw 1 in one of the Kryta Missions :-)
Short answer is we don’t know yet.
Guild Wars 2 HoT Release Date? [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Regina Buenaobra
Guild Wars 2: Heart of Thorns will be released when it’s ready.
Twitter: @ArenaNet, @GuildWars2
In-Game Name: Cm Regina Buenaobra
I would like to see a wvw map similar to pvp. A huge conquest map with lots of points with no gates. Where you just need to win fights to cap. Where if you make 1 blob cap and leave people will just backcap you.
What is the matter with people? We have hardly had any information about new WvW content and yet people are complaining already.
Anet have given us WvW and EotM and it is the players who ultimately turn it into what is has become. EotM is a good map turned bad by the players but of course, they will never take responsibility for their actions, it is always somebody else’s fault.
Anet provide the tools for people to screw up and look for ways to abuse the system. Want to change things in WvW? Change the way you play. The game may have some glaring flaws but it also has great potential the big problem is, too many people want to win and they don’t care how they do it.
Gunnar’s Hold www.gunnarshold.eu
They already gave players the option to disable enemy emotes. Players also have the option to hop on TS. Either one fixes the issue.
LGN
People, you complain about EVERYTHING.
https://www.reddit.com/r/GuildWars2PvPTeams/
I am personally stoked. I love defending on low tier server because you get great outnumbered fights, and everybody know you were defending it! The problem at low tiers isn’t population imbalance per say. We on Kaineng are holding our own against FC and DR who have nearly 4x the numbers of the largest zerg we have. That’s why we don’t zerg often. Yes, our havocs will sometimes accumulate pugs and grow to be MAYBE 10 people. But when the kitten hits the fan, it is the core 5 people who end up killing the 10-15 man group. We are capable of fighting outmanned. That is the real reason many servers give up. They look at the enmy force an think “oh kitten, we’re gonna die” and they run of let themselves get wiped. If u look at downing 10 in a 49 man group when u only have 5 people as a victory, it is much more rewarding.
So yes, I think the new map is a good thing. You need to stop looking at it as we want more. We don’t even have the new map yet. Be content for now, ask for more later
What server are you on now and what are your normal hours of play? You might be fine where you are.
LGN
The Trojan Yak
Cost: Not sure but at least 50 supply, maybe even 100 or 200
Description:
- Builds a wooden dolyak on wheels.
- Five people max can fit into the yak.
- Clearly a fake wooden yak when you can actually see it, but appears on the map/mini-map as a friendly yak (to enemy players).
- NPC guards will see the fake yak as a friendly and allow it to pass through outer gates.
- Moves at the same speed as a regular yak.
- Must be built at the vicinity of a camp, doesn’t matter if you own it or the enemy owns it. So no building right in front of enemy gates.
- First person to jump in will control the yak and move, the other 4 just sits inside.
- Trojan Yak mastery will give boosts to movement speed, safe escape from a destroyed yak and allow skills like an illusion to temporarily make the yak look like a normal one even to enemy players that are close enough to see it.
- Cannot be WP’ed. If the players inside the yak WP, the yak will be left behind.
Usage: To sneak into objectives undetected. Obviously for keeps/castles, you still need to get through inner with other siege.
Seconday effect: Encourage defenders to check/escort friendly yaks more?
Hey Everyone, I’ve been working on a project lately and I believe it’s finally time to share it.
When I started playing WvW, there were many enthusiastic, helpful and skilled players who made it their business to make sure that everyone around them knew what was going on in WvW, and why. However, players come and go, and often they do not pass along the knowledge that they’ve earned to others.
I’ve spent the last few months researching, collecting footage, asking questions of this forum, in order to create a guide that would be an updated, and more combat oriented version of Theongreyjoy’s incredibly comprehensive WvW guide, which you can find here: guildwars2.ro/Ghid-WvW.pdf
So! To the point, I’ve assembled this Commander’s Compendium, which contains all of the information that I was taught, and all of the information that I’ve collected in order to teach myself and others to zergbust, GvG and play effectively in the WvW environment. This is intended to be an educational resource for everyone, the entire forum community contributed to it’s creation, whether you knew it or not.
http://www.tinyurl.com/WvW-Combat-and-Tactics-doc
(Commander’sCompendium.pdf 14,563KB)
What it contains:
Introduction to WvW,
25 player Composition & Party Structure
Combos, Map Objectives, WvW Skills and Concepts
Leadership Skills, Trait Synergies, Siege Outline
Small and Large scale combat basics
Class Roles (GWEN+M+T+Eng)
Advanced Combat Tactics
There are many videos that are referenced inside, which serve as visual examples of many of the tactics and roles that are described in the document.
As with all things, this guide can be improved! Some of the things that I think can improve this guide are:
Video: Thief PoV, Gank Squad in 15v15 or 20v20
Video: Mesmer PoV, Gank Squad in 15v15 or 20v20
More proofing for clarity, grammatical, or spelling errors.
If you find an error, Please PM me with it’s location and description and I will fix them and I will update the document.
If you find material that you posted to this forum and find in the PDF, and you want to be credited, send me a PM and I’ll add you below
Special Thanks:[RG][NS][Agg][HOPE][TA][RE][PYRO][Ark], WvW Forum community, Theongreyjoy …
and I’ll leave this here, because this is where it all started for me: https://www.youtube.com/watch?v=UYrQMoOBqaI
*all graphic materials are from the Guild Wars 2 Asset Kit
(edited by Hamster.4861)
On a different note, I dont see the use of completing all of the BL maps seperatly. They are just copies, why not make one enough. Nobody likes Wvw map completers, not the WvW players and not the Pve players.
This is a great thread, and a fantastic discussion with suggestions that merit further analysis. It’s sad, though, that the WvW forum hasn’t had any Anet presence in a while. How many people feel like the b’kitten child of GW2? Hands up.
I would go along with you on the feeling you mention. You lost me though, when you go off making incorrect assumptions, implying that the forums is ignored simply because they do not post. I wouldn’t post here either if I was a dev. When you speak on what matter or idea, the community attacks you if they dislike the idea, and if you go the other way with it, the other half attacks you. I mean heck, they have said nothing to you, and your making assumptions, essentially putting words in their mouth, simply for them not saying anything at all.
I am holding out till I see what comes out of Saturday, before I make any assumptions, one way or the other.
Problem:
WvW has no longer enough interested propulation to play competitive matches over 24/7 on 4 maps.
Real competition can only happen when teams have equal size, i.e. they have queue on all maps.
This is only the case for a few server during only a few hours of the week anymore.
Solution Proposal:
EB alone and 3 BLs together are setup as mega-server matches as current EotM already is. So we have all maps available for play 24/7 and the amout of copies of the maps depend on how many people want to play.
To enable competitive play and not only karma-train some of those matches are between teams that want competition.
The competition is based on a new kind of WvW-Guild (it operates like a guild, but every player can be in mostly one alliance and it’s stripped of all the PvE stufff and a player can be active in an alliance without having to change which guild he represents) called Alliance.
An alliance can have up to 1000 members, it has an alliance chat always visible to all alliance whenever they are logged into GW2 and haven’t deselected it in the chat-window.
Instead of last loggin (as for guilds) the member list shows amount of hours in (on map plus in queue) of last trainig and last competition match and if this is 0 which match the player last partcipated in.
New alliances can be build by anyone, it cost 10000 gems to do so. They start with 1500 glicko points, an alliance that falls below 1000 glicko points is dissolved.
Matches are played on either
- EB map (around 120 people per team),
- 3 BL maps (around 240 people per team), or
- EotM map (around 100 people per team)
Matches have a duration of 4 hours, on EB/BLs matches start with T2 (walls and doors already upgraded once), such that you loose something if you do not defend it and you have a chance to reach WPs during the short period of the match.
Each day has 6 slots a 4 hours (for EU I would recommend an alignment with 19:00-23:00 C(S)ET as a slot, no idea whats primetime for NA), and every alliance can register for every slot up to 1 week ahead. You can see how many alliances already registered for each slot. During registration you can distribute 6 bid-points for the 3 maps. You always play together as alliance when you registered for a match. If your opponents are registered alliances as well, you play a glicko-ranking-match, if at least one team is a random-team (as the number of alliances is not always devidable by 3) you only play a training match without influence on your ranking. An alliance which did not played a rank match during the week has a higher preference to be matched into one, than an alliance that already did. If your alliance did not played any ranking match during a week you loose 100 glicko-points. (If you are at 1500 and do not play for 5 weeks you are dissolved.)
So we have 3 types of matches:
- all three teams are registered alliances -> ranking match (map-bid points are addded over the 3 teams, the map with highest bid is selected)
- all three teams are mega-server-random-teams -> fun and 24/7 availability of WvW
- 1 mixed match, a training for the alliance, a chalange for the mega-server-random-team(s)
Ranking matches cost 100gems (or gold) registration, if you end in a mixed match you get them back. If you end in a ranking match the gems are refounded according to the result score. Each team gets as many % of the 300gems (or gold) it reaches % of the total score. (if scores are: 2500, 5000, 7500, the total is 15000 team 2 has 1/3 so it gets 100gems, team 1 has 1/6 so it get 50gems, team3 has 1/2 so it get 150gems). The main reason for this is: If you register but do not show up you loose your gems.
(edited by Dayra.7405)
White swords behave differently depending on the tier you’re in. Bronze = instant white swords as they used to be, silver = delayed white swords as they are now, gold = no white swords.
Similarly, have orange swords also scaling by tier. Bronze = 10 people, Silver = 20 people, Gold = 30 people.
+1, except that I’d prefer that white swords proc based on how your server is currently doing in the match i.e. third place = instant white swords, second place = delayed white swords and first place = no white swords, in the interest of promoting closer matches by handicapping those in the lead and giving a little boost to those who are trailing.
Double transfer costs to any server ranked above the player’s current server, halve it to any server below them. Transfers to the lowest ranked server each week are always free.
White swords behave differently depending on the tier you’re in. Bronze = instant white swords as they used to be, silver = delayed white swords as they are now, gold = no white swords.
Similarly, have orange swords also scaling by tier. Bronze = 10 people, Silver = 20 people, Gold = 30 people.
Remove EoTM as an overflow option and alternate it with EBG every second week in regular WvW. The new overflow option would be to send the player to the T8 server of their colour.
Lower total map player capacity across the board, just enough to force zergs to break into smaller groups to be able to cover everything they want to hold.
Finally, have Anet actually take hacking/cheating/exploiting seriously.